feat(render3d): texture filtering and shadow resolution a game can change while it runs
- r3d_set_anisotropy(level) updates every mipmapped texture already loaded (OpenGL parameter, Vulkan sampler record), not only later uploads; the game's setting never reached the scanned materials, which load before the settings are read. - shadow_set_res(size) remakes the cascades at 1024 / 2048 / 4096 (shadow_res replaces the SHADOW_RES constant); lighting.glsl reads the texel size from the map, so OpenGL frames at 2048 are unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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